Elite Affixes Types and Damage Reduction Mechanics

For quite some time already, elite affixes were bugged when it comes to damage reduction: melee/ranged reduction as well as certain Mantras did not work to mitigate their damage. This is all very well documented in this official forum post by Nagash. I had another thread bookmarked that was recently deleted (this one), and it contained lots of useful information as well. Therefore I thought it may be worthwhile to post the contents of the other thread here, for a variety of reasons: 1) have a carbon copy in case the other thread vanishes as well, 2) put it in a concise table format (tables don't exist on the official forums), and 3) inform people that don't frequent the official forums but only DFans. I also just feel that this needs much more exposure, so hopefully more people will be aware of these bugs. In case you have an update for any of the affixes as they're currently being changed on PTR, please post in the thread on the official forum! Again, all credit goes to Nagash on the official forums for this thread:

For all those who're interested in the details how the mechanics of elite affixes works, see the list in the spoiler tag below. This was actually the original post that got deleted, for whatever reason...

Frozen = Freezing Orb (!)

tics within 15 yards

summon 6 orbs per cast (per mob)

each orb lasts 4 sec before exploding

explosion freezes affected targets for 2 sec each (stack up)

the end explosion can be "dodged"

Frozen Pulse = Chilling Orb (!)

tics within 15 yards

summon 1 orb per cast

homing sentry

orb triggers after 1.5 sec then searches targets for another 1.5 sec

each orb lasts 10 sec after triggered (start dealing damage)

affected targets are slowed by 60% (movement)

Desecrator = Hellfire (!)

tics within 6 yards

damage starts after remaining in the fire for 1 sec

damage doubles per tick (0.5 per sec)

damage continues 1 sec after leaving the fire (dot)

Molten

tics (5 yards) in front and around the mob

leave behind a burning trail for 5 sec (dot 3 yards)

leave behind an explosive blast upon death (18 yards)

the end explosion can be "dodged"

Mortar = Fire Bombs

impact damage within 6 yards

throw out 3 fire bombs per mob

this attack can be "dodged"

Fire Chains (!)

chain damages tics 10x per sec

chain linked between 2 mobs (activates when 2 mobs are nearby)

this attack can be "dodged"

Electrified = Shock Pulse

triggers when mob takes damage (per hit)

send 4 pulses in 4 different directions (per hit)

this attack can be "dodged"

Thunderstorm = Falling Lighting

impact damage and spreads up to 12 yards

damage on impact > spread, about 2x

damage can't be avoid

each cast triggers 5 falling lightning in a targeted area

Orbiter = Lightning Sentry

tics (30x per sec)*!*

summon 1 larger central sentry and 5-9 smaller orbiting sentries

central sentry = 5 yards dot

orbiting sentry = 3 yards dot

sentries last up to 15 sec or until caster re-cast

Plagued = Plagued Pools

tics within 10 yards (stack up)

damage continues 1 sec after leaving the pool (dot)

pool disappears when the caster dies

Poison Enchanted = Poison Slimes (!)

tics (3 yards)

summon 4 slimes that move in 4 different directions (16 slimes in total)

summoning takes 2 sec to trigger

slimes move for 3 sec leaving behind a poisonous trail for 6 sec

slimes explode after moving for 3 sec

Arcane Enchanted = Arcane Sentry (!)

tics 25 yards (linear)

summon 1 sentry per cast

summoning takes 2 sec to trigger

sentry rotates for 10 sec (full rotation) before disappearing

Jailer = Immobilized

cage duration is 2 sec

damage applies when the cage is formed

damage can't be avoid

Wormhole = Teleported

forms two 6 yards circle on the ground

players insider the circle are transferred to the other one when the circles disappear

Very nice list thanks. Strange how Range/Melee and Elite doenst work on some of these. What's blizzard's explanation why it doenst?

If I had to guess I'd say it's just a bug. Seems like a strange and obvious bug, though. But, then again, just like we found out that even though most legendary damage effects were meant to scale with +% Element, they actually didn't. It was just a bug that had gone unnoticed for a long time... =\

Sorry for digging up an old post, but does anyone know if the table above is current? Have any of these "bugs" been addressed since this post was made? I'm just getting back into the game, finding information on this stuff has been challenging.